Joan Mesalles
Game & Level Designer
Game & Level Designer
Game & Level Designer with experience across AAA, indie, and mobile, currently based in Dublin.
I focus on creating engaging gameplay experiences through clear feature documentation, level implementation, and close cross-disciplinary collaboration.
Experience
Junior Game Designer
Virtuos - Black Shamrock
August 2024 - Currently
Working within a cross-disciplinary production environment on an externally developed AAA project under NDA, contributing to feature design, level design, and gameplay implementation using a state-of-the-art engine.
Translated narrative briefs into full gameplay levels, supporting story delivery and player flow through environment design
Implemented gameplay sections using scripting and engine tools
Created and maintained design documentation outlining cross-department requirements and implementation needs
Designed, implemented, and balanced combat encounters through iteration and playtesting
Produced level performance reports to identify potential issues in art layouts and technical setups
Collaborated closely with design, art, programming, QA, and production teams to support iteration, communication, and problem-solving throughout development
Junior Game Designer
Petoons Studio
January 2024 - August 2024
Worked within a small design team on an unreleased IP, Monster High Skulltimate Secrets and Dracamar, contributing to feature documentation, gameplay systems, and level implementation within a SCRUM-based production pipeline.
Collaborated closely with studio leadership to help define the game structure, progression, and gameplay direction
Created and maintained design documentation for gameplay features, including UI flows, economy systems, and enemy design
Implemented and scripted gameplay levels in Unity from prototype to iteration phases based on internal feedback and playtesting
Designed and supported enemy implementation using state machines and gameplay scripting workflows
Contributed to narrative design, including naming conventions, progression flow, and player-facing content delivery
Used tools including Unity, Jira, Confluence, and Sourcetree
Technical Designer trainee
Ubisoft Mobile Barcelona
November 2022 - May 2023
Worked within a 4-person prototype team focused on analysing mobile market trends and developing iteration-ready prototypes for future projects. Contributed to two standalone prototypes and a live feature for Hungry Shark Evolution under the mentorship of experienced industry professionals.
Developed rapid 2-month prototype cycles focused on stable, test-ready builds and fast iteration
Created scalable code structures and gameplay systems tailored to each prototype’s technical and design needs
Designed and implemented retention-focused gameplay mechanics using C# in Unity
Analysed mobile market trends and player behaviours using internal tools and research methodologies
Designed gameplay features around mobile KPIs and F2P frameworks, including economy balancing and A/B testing principles
Used tools including Unity, Jira, Confluence, and TortoiseSVN
Design Case Studies
Skills
Hard Skills
Game Design
Level Design
Documentation
C# Programming
Sound Design
Composing
Soft Skills
Empathy
Creativity
Commitment
Resolute
Confidence
Leadership
Contact Me!